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BlindProphet

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Everything posted by BlindProphet

  1. BlindProphet

    Hacks or destruction?

    1.) The dude crouch walking gave your position away. 2.) They had a sniper 3.) You guys had really no clue where they were or how many were engaging you. 4.) Its fairly easy to pepper an area 'shoot at that gap between the two bushes' with fire 5.) You popped up in an obvious spot (clear spot between two bushes) and then didn't move 6.) You were being flanked and other than the first few bursts you put out, let said person continue to flank to a position where you could be seen from You guys played that engagement badly, and then you got stuck. Nothing in that video screamed 'hacks'.
  2. BlindProphet

    Please get a better anti-cheat.

    As others pointed out, BattleEye increased the number of updates they did exponentially after DayZ caught on. Now that doesn't sound like much but consider this...they updated their system for a mod they had 0 stake in. Second, BattleEye has more experience with the game engine than any group outside of BI. There is literally no better anti cheat for the game.
  3. So what the penalty have I paid for not killing everyone I've come across? I'm fully kitted out, run into many people. Circled the entire map, helped a few people out. I got held up once. Was actually kind of awesome. So what penalty have I paid?
  4. Eating, drinking, warmth, sickness, health, bleeding, wounded, death. All of those are well defined concepts. All of those are not things up to interpretation. All of those things are things that are quantifiable. Mental health (regardless of the cause) not so much. how things affect affect people mentally varries. How people learn, what they've learned, what they can learn, how fast they learn it...varries. How people get stronger or weaker, while generally the same still varries. How they stay in shape etc. Again varries. All of those things save for -MAYBE- the strength/conditioning aspect are very nebulous. They're also things that you can't track. How do you track the effect of what people say over direct chat? How do you track the effect of being stalked over kilometers and kilometers of terrain? Or any number of other things that have an effect on how we deal with our actions and the actions of others? There is no system that can deal with that. You want to quantify the subjective. And you want to do this in a game in which one of the long standing ideas/rules that players have had being that 'you are going to die and loose everything don't get attached to it'. And then when you do die, you respawn as a new character and move on and begin all over again. You want to shift a system from being a sandbox, to a serries of bullshit tasks that one must do to fufill someones pre determined idea of how you subjectively do and learn things and deal with things. OH as to what this game has? Very little...but thats because its early alpha. We barely have anything loot wise, the map isn't finished, the gear list isn't finished, zombie spawns aren't finished, we don't have hunting, base building or you know a bagillion other things... Did you not read the warning?
  5. NO. Not just part of it. THE WHOLE IDEA. Your whole concept is 'play my way or be punished'. All of it. Not just part. The whole thing. I specifically said the whole thing. Not just that part. Its particularly apparent in your statement that life has to have value. And again in your whole sim person idea. This whole concept, everything about it is about shaping the game to the way you want it to be.
  6. Let me just point out your entire system is about reward A/punish B. The -whole- thing. Not parts of it, not just that part, the -whole- thing. Its all based around the idea of 'play the game my way or be worse off'. All of your rewards boons, and such are built around your view of how the game should be played (especially the mental part).
  7. Well look at it this way...they're building a car. They're focused on the structure, the engine, how the wheels are put together, and your asking about the color of paint, the style of mirrors, the look of interior. Your asking about things that -will- be important, but at the current stage of things are not as meaningful.
  8. Its not that I don't think character customization helps you connect. However it doesn't help you connect anywhere near as much as experience. You pick the chest holster for the same reason I pick the mosin, for the same reason I pick the revolver over the pistol, why I choose certain cloths, keep certain things, get rid of others. But at the same time, my experiences have been far more impactful than any gear choice, any bit of customization could be. I play on first person servers most of the time anyways, so I don't see my character for the most part save the inventory screen. But lets be real here for a moment...even if more customization was in game. The likelyhood that you'll see someone who looks just like you save for maybe the shirt they're wearing is fairly high.
  9. The issue is everyone is the same...so you propose a solution to make people the same... See thats the thing, nothing of what you proposed would change anything, because its essentially like collecting gear. We don't connect with the characters of the walking dead because of how they look as much as how they act, and deal with other people. We don't connect with Rick because he can run for longer, or lift more. We connect with him because of his character, because of his experiences. People act as if having a beard and such is great, scars showing up is great...yet at the same time will be covering all of that up with gear. I don't connect with my characters because of how I look or the gear I find. Its how I found said gear. How I managed to survive so far. How I got held up at the military base south of Zeleno and then was let go after I had made it from electro, up to NEAF, across to NWAF and then south to there. How just a little earlier I had finally found a can opener in vybor...after having searched every building just about in my path. Heck it wasn't untill NWAF that i found an axe...(Seriously do you realize how many buildings are along that path I took and they hadn't all been picked over. I found a lot of things along the way, but no axe...). Those experiences? Thats what tie me to my current survivor...scars, beards, none of that would tie me to it any more. It might be cool or nice to have some of those but it doesn't make the character any more mine...as its not like my scar is going to be any different than yours, or yours from mine... My experiences though...those are not going to be yours. They're entirely mine.
  10. BlindProphet

    This is not what I hoped DayZ would be

    Let me know when yours comes out of pre-alpha. You don't seem to understand the whole concept, or the state the game is in. Survival. This does not mean just against the zombies and making sure you don't die of thirst or starvation. It also means surviving other people. Some people like to kill. Not all people in the world are trustworthy. Some people are nice. Others are loners. Others still are jerks. No real difference between the game and the realworld here other than the jerks can actually kill you. The state of the game? Its early alpha. Theres very little to do. We can collect food, guns, axes, a few other things. And the only other thing we have to do is interact with other people. When more things get added? There will be more things for people to do, which will keep them occupied. The game is also a sandbox. There are no rules. We make up our own fun. Some people find it fun to engage in pvp. Others don't. Some people enjoy hunting down bandits. Some enjoy helping others. Some enjoy the challenge of staying out of combat. Some people, just like in real life *GASP*, are just jerks. If you can not handle interacting with the internet (which based on your posts you can't), then this is not the game for you...because honestly...you are playing this on the internet...with other people...on the internet...who are not your friends. Personally I learned a long time ago there is only one rule in dayz...you are already dead the moment you spawn, it just takes a while for it to kick in sometimes. Theres difference between knowing that, and learning that is gigantic.
  11. BlindProphet

    Shooting is off?

    Well then it partly depends on your weapon condition. Poor weapon condition results in poor accuracy. Second...thats short range.
  12. Suggestion wise biggest thing would be long/recurve bows and arrows, being able to both make said weapon and ammunition for it. Of course that goes along with the wonders of an arrow not taking up an entire inventory slot but... Tents being able to be placed at the top of castles, the second floor of buildings etc (same goes with fireplaces). Highly dependent on timeline. Day one? You're right. People won't just kill each other. Day 50? You'd be surprised. Again dependent on timeline, and on top of that previous experience. And I disagree the game should not force some pre-determined moral compass on me. What you consider thoughtful, cautious behavior, and what I consider thoughtful cautious behavior are two different things. Is that other person a threat? Will that other person shoot me if he sees me? Does that other person need something I have? Is that other person a bandit? Does that other person have friends? Will that other person betray me later? If any of those questions come up as 'I don't know' the answer to the first question is automatically 'Yes' because I don't know shit about them. If that person is a threat, the answer to the question of 'Should I kill them?' becomes 'if an opportunity presents itself'. I've let a large number of people go free. I've helped out plenty of people. But all of the above is true for -every- situation in dayz. And it should. DayZ is not a world of hope. It is a world of despair, and loss. People are not coming to save you. The zombies are not disappearing. There is no civilization as we know it. You may have been a beloved first grade teacher, but with no rules, no laws what really is stopping you from killing me after the things you've seen? The game should not be designed with mechanics of a pre-collapse of civilization morality in mind.
  13. I certainly am welcome to do that. But just because I could, and am not, does not make you any less of an idiot. Possibly. You could believe the things you said as reasoning for why you removed them. If that really is the truth then good lord please tell me what educational system you were apart of so I can make sure any children of mine never are a part of it because god damn they failed at teaching you critical thinking. Making the logical leaps you do...wow... It has nothing to do with what guns I feel should or should not be in the mod. Has a lot to do with you posting complete horseshit as a reasoning. Thats the long and short of it. Your stated reasoning -maybe- justifies 4 of those guns. -maybe-. But your lack of being able to defend the position, and your half assed reasons which don't make any sense when you look at them critically for 10 seconds tells me this is going no where good. Hence my decision not to play it for now. I do not hate the mod, nor am I angry. I know it may seem that way, but it couldn't be farther from the truth. Once more I liked a lot of your changes. Just about all of them right until you showed me that this mod is less about your stated goals and more about making yourself feel better. Everything I read down to that point I was excited about pretty much. Maybe not the no backpack on spawn thing(i'd get used to it), or the ripe for griefing anti-alt-f4 thing (but hey you're trying to do something about that). So to me it was a potentially great version of DayZ ruined by either outright lies from you regarding why you made the weapons changes, or by really bad logic/lack of logic overall. Because really that tells me I couldn't trust you to make decent decisions, or at least avoid bad ones. So I do not hate the mod. I'm not angry at it. Am I disappointed? Do I think you're an idiot at best? Both true. You could have had a truelly great thing here...
  14. Your reasoning here is once again shit. I like how the sniper rifles and silenced rifles make you a one man weapons carnival but things like the M249 and the Mk48 don't. Riiiiiiight. You don't like the weapons so you removed them because you've been killed too many times by them. You can say i'm not a purist and am not in it for the spirit of DayZ till your blue in the face. That doesn't make it true. You made perhapse 4 good choices with that list. Then the rest is you just not liking the weapons than having anything to do with the 'spirit of DayZ'. You're a fraud, and an idiot.
  15. I was going 'this is awesome' right up until your changes to guns and everything else below that...then my attitude immediately changed to 'totally not worth it'. Why? Because your reasoning is well....shit. And your changes do nothing to support your reasons save for -MAYBE- removing the L85 and the .50 cals. And thats a big maybe.
  16. BlindProphet

    DayZ is a joke in its current form

    That is true for some people. But not all people are going to be like that. Some will shoot you if they see you. Others might watch you and let you go. Others will be friendly. Others will try to use you then rob you blind (or worse) later. Just because you want to communicate with me (in game), does not mean I am going to take the risk and communicate with anything more than my gun. You existing (in game) makes life more dangerous. Removing your existence (in game) makes my life safer. Or hey I might just be bored and you are the most dangerous game, weapon or not (in game). Ummm that's not really all that true. I've played plenty of hard games that did nothing really to help a new player and had learning curves that were walls and not curves.
  17. You start off with a blatant stereotype while saying the other stereotype isn't correct? Just wow. Now beyond everything else people have said about going to the north... I've lived in cherno for a bit, lived in electro for a bit, and yes you do occasionally see people helping each other out. However during my time there, and in other cities, and playing lingor the incidences where people are not friendly towards one another once they have a weapon are far far greater in numbers. It is more often than not far far safer to kill someone than to let them live, or help them out. Personally the number of times I've been killed by people, or have gotten into running gun battles throughout cities when I did nothing aggressive towards them have far out numbered the times that people have helped me out, or that I've helped someone out and not been shot at/killed by them. Stereotypes exist for a reason. They do not apply to everyone, that is true. I've met some really friendly people on occasion. But I've also encountered enough people that my first instinct now is, if i'm alone mind you, that I will kill them if I get the opportunity. It is just far safer.
  18. BlindProphet

    I'm a hero. I have a big gun. Do you shoot me?

    Are you in my territory without permission? Are you helping my enemies? Do you have something I need? Did I see you acquire that equipment within my territory without permission? Were you part of a group who blew up/stole my vehicles? Were you part of a group who blew up/raided my camp? Were you the one who blew up my hospital and grocery stores? Do I just plain not like you? Did you make an aggressive move? If the answer is yes to any of these questions then yes I will and not even think twice about doing it. If the answer to all of the above is no? Then probably not, or I will at least give you a warning shot for you to clear out.
  19. BlindProphet

    People who murder bandits =/= heroes

    Seriously? I'm not sure how you could possibly be more wrong. While it is true that killing a bandit does not necessarily make you a hero, it also does not make you part of the problem. Killing a bandit could mean you are a hero. Killing a bandit could mean you are a bandit. Killing a bandit could mean you are a survivor. Killing a bandit could mean you are just a murdering sociopath. It is not just black and white like you make it out to be. Ideas along those lines are far from reality. Intent and the situation have more to do with it than who shot who. For example a Bandit is about to hold someone up/kill them. You kill the bandit. You could A) Be a hero if your intent was to save the poor soul the bandit was holding up/trying to kill. B) Be a Bandit as your intent was to take his stuff and or his intended targets stuff. C) Be a survivor taking out a potential threat to you if he happened to spot you and don't particularly care about the other person and or kill them. D) Be a murdering sociopath as your intent was 'use gun on man because man existed'. On top of this there really is no 'bandit' problem. Bandits are a natural part of the game. If they didn't exist the game would be largely uneventful. Bandits kill people on occasion. This does not imply that if you kill people on occasion you are a bandit.
  20. BlindProphet

    Retention Dropping

    I think some of it has to do with the issues we've had recently (tents, graphical glitches, scripters). Schools also been gearing up. Vacations just before school. But I think another overlooked but important factor is private servers. Being that they're seemingly becoming more and more popular especially with the loosening of restrictions on talking about them I think more players have shifted that way. Heck the group I play with which had 25 or so players and those of us still playing moved to a private hive to avoid the issues we were having on the public ones. And one of the guys running it fixed tents and vehicles ontop of things and is working on more fixes and tweaks. Our servers still growing, and I miss some of the higher pop stuff, but so far we've had two scripters, both of which were caught and dealt with swiftly, we've got working tents and vehicles, we've got our own little faction war with people claiming territory, a guy working on trying to fix some of the bugs...I mean? The only incentive I've got to get on the public servers is the really high pop ones and even then they're typically targets so why bother? And then you've got Lingor island...which is its own beast. So I think with those things becoming more popular people, plus the other factors, people are moving away from the public hive...
  21. And that bullet was fired into that ballistic gel from how far away? If the ruler is accurate all of 18 inches away? Last time I checked we weren't talking about shooting someone 18 inches away from the barrel. If you look at ballistic gel hit at distance with a .50 it will show a much different story.
  22. M107/AS50 can require skill. They can also be fairly easy. It all depends really on what the person is doing with it, and how. Sniping isn't just shooting people with a scoped rifle from distance.
  23. Arma 3's code is untested, and currently unproven. Arma 2's engine is proven and tested and they know where the flaws are with it. So it is a more solid base when you actually bother to look at things. So if you're coming at this from the idea that its "unfortunate" that they're using something where they know where most of the bugs are and what they want to change instead of a completely untested unproven version of the engine that no one has any practical experience then there really is no hope that the comments to follow this point have any sort of intelligent though behind them. And why would it be better with a new version of the engine who's tweaks are mostly around other areas? Also this is by far not the worst net code I've experienced. Rainbow Six Raven Shield was far worse with the 1-2 second delay between clicking your mouse and the server registering that you've started firing. I haven't had any of those issues. I've been able to hit moving targets that aren't moving directly away or towards me. Again I haven't really had those issues. But ok. Lets assume they exist on a frequent basis. Do you really think the dev team is unaware of these things somehow after all the people playing Arma II over the years and now all the people playing DayZ?
  24. BlindProphet

    I am the manhunter.

    I'm just going to point out the answer to your question of "in what world" is this one. Do remember this is the same world in which for a long time different cultures had fights to the death for the enjoyment of those watching. Do remember this is the same world that people will kill you for a difference of religion. Do remember this is the same world in which people take children and turn them into soldiers. The list can go on and on...but I think the point is made that the world we live in currently is not Happy Fun Rainbow Land where everyone gets along. You don't have people going around killing people for kicks everywhere in the world but that has a lot to do with society holding things together for now. Toss in a zombie apocalypse and the downfall of societies rules and conventions....and yeah you'll probably have plenty of people who will shoot people for kicks. Should probably also read "The Most Dangerous Game".
  25. BlindProphet

    NVG drop from "pilot zombies".

    Yup. They do indeed drop. Picked up one or two sets that way.
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